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Messages - allanfieldhouse

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1
Dominion General Discussion / Re: Dominion Records!
« on: August 10, 2018, 02:41:34 pm »
Most points, single buy:  67.  5 Horns of Plenty with 11+ different cards in play nets 5 colonies.  Single purchase is Grand Castle (5) with +12 VP for victory cards in hand/play (6 nobles, sprawling castle, pasture, and 4 misc victory cards).

All the HoP/Colony points come before you buy anything. And you would have gotten those points even if you had chosen not to buy anything.

2
Rules Questions / Re: Inheritance interaction
« on: July 26, 2018, 03:51:31 pm »
Easy solution -- don't change anything. If something like this ever comes up IRL, just play it however makes sense to the group. If it comes up online, just let it work however it works. It's basically never going to happen anyway.

3
Dominion General Discussion / Re: Fix the worst cards
« on: June 13, 2018, 12:30:22 pm »
Seriously. Mute is not an acceptable abbreviation for the word Transmute.

4
Dominion General Discussion / Re: Fix the worst cards
« on: June 12, 2018, 12:46:19 pm »
Lazy man's card fixes:

Terminal Actions: Add +1 Action.
Non-terminal Actions: Add +1 Card
Treasures: Add +$1
If any of those don't work for some reason, add +Buy or decrease the card's cost by $1.

5
Dominion Articles / Re: Donate Part 1: The Beginning
« on: June 11, 2018, 04:56:51 pm »
Okay, maybe I should just write everything about Donate, length be damned. Let's see how that goes, oh and also scrap most of what I wrote before because it's redundant and wastes time. We'll give this another shot, be back soon with a better draft.

You went into writing a Donate article just like you advised people NOT to go into an actual Donate game. Gotta plan everything out fully before you make your first move!

6
Dominion General Discussion / Re: Interview with Donald X.
« on: June 08, 2018, 01:59:42 pm »
So I know you don't look at fan expansions, but you should check out the artwork from the Antiquities expansion, and then you should hire this JanBoruta guy to illustrate at least a couple cards in all future expansions! I especially like his human closeups on cards like Archaeologist.

https://imgur.com/a/WQ1aX

Hmmm...apparently that's not a question. Will you please hire this guy?

7
Dominion General Discussion / Re: Favorite Expansions in 2018
« on: February 12, 2018, 01:35:16 pm »
Base (1st ed)
Intrigue
Seaside
Alchemy
Prosperity
Cornucopia
Hinterlands
Dark Ages
Guilds
Adventures
Empires
Base & Intrigue (2nd eds)
Nocturne

..wait, what was the question?

8
Dominion General Discussion / Re: $3 Cost Card Rankings Bottom Half
« on: January 18, 2018, 11:34:36 am »
So how good would it be if you just rearranged Harbinger so the cantrip was after the topdecking? Still a $3 card?

9
Surprised we haven't seen Knights or Den of Sin yet.

Took me a while, but now I think Den of Sin is way better than Laboratory. Unless my deck specifically cares about "action cards" DoS is just always way better.

10
Ghost + Prince

No, you don't get to Prince 2 cards, but there's still a cool interaction. When you Ghost a Prince, at the beginning of your next turn the Prince sets aside a card. Then the Prince gets played again and doesn't do anything. Now it's still technically the "start of your turn", so the card you just Princed gets played immediately!

11
Dominion General Discussion / Re: $3 Cost Card Rankings Bottom Half
« on: January 12, 2018, 11:14:33 am »
This is it, my chance to make one of these posts, to be the change I want to see in the thread.

Ummm, can Donald X do ALL of these lists next year?

12
Dominion General Discussion / Re: $3 Cost Card Rankings Bottom Half
« on: January 10, 2018, 04:28:39 pm »
Aside from the formatting things that I expect others to mention...

muenster, will you please number the cards by their actual ranking rather than 1-27? And put a blank line between each card's entry -- it's hard to read as all one paragraph.

13
Dominion General Discussion / Re: The Fool is a pity
« on: December 20, 2017, 01:29:30 pm »
I played my first 3-player Fool game the other day. I was all set to ignore the card like usual, but then I saw how awesome it was for the other two players to get 3 Boons every couple turns. Seems like once the other 2 players get one, you almost have to get it yourself.

14
Dominion General Discussion / Re: Tom Vasel Nocturne Review
« on: December 15, 2017, 10:36:28 am »
I'm going to have to disagree with most of the "he doesn't understand the cards" sentiment. Sure, he doesn't have them all memorized after a couple plays. Most of what I see people criticizing is his rapid-fire explanations of the cards. For example, Ghost. Obviously he doesn't think Ghost just sets aside an action and is done. He was in a hurry to get through all the cards, so he didn't explain it completely.

The one I noticed where he did actually describe incorrect gameplay is Crypt. He made it sound like you couldn't set aside your in-play money -- which is basically the whole strength of the card. Even here, it's certainly possibly he played with the card correctly and just used a bad example in his rush to get through all the cards.

Finally, he definitely gets some of the strategic subtleties wrong, such as his comments about how it can be hard to get your Tragic Hero to upgrade into a treasure (whereas most Dominion players are trying to figure out how to keep that from happening). Once again, that's understandable for someone who's not as into Dominion as the people on the forum. "The card can turn into a treasure, so that should be my goal with it." Don't hold that thinking against him. And he does at least mention that it's an easy way to get Platinum.

15
Dominion General Discussion / Re: Teaching Dominion to young children?
« on: November 07, 2017, 10:50:04 am »
Kirian was referring to his kids. Reference the post your picture thread

Meh, I assume that was obvious, and people are being intentionally and obnoxiously obtuse.  Which I do enough that I can't really complain about too much.

Just from that initial post, I thought you were talking about yourself. Makes more sense as your kids though. New thread: was Kirian's wording ambiguous? ;)

16
Has anyone tried Inheriting Shepherd? I haven't but I'm guessing it's pretty awesome.

I had the chance to, but I went with Faithful Hound instead. I figured that way I could still use my Shepherds to discard the Estates, and then they'd always come back for the next hand too.

17
Dominion General Discussion / Re: Strength of Delayed Effects
« on: October 31, 2017, 12:57:16 pm »
I think if you wanted to seriously implement the concept, you would have it give you +1 card +1 Action on the turn after you gain it, and on every turn after you play it.
I see what you did there...

18
Dominion: Nocturne Previews / Re: Bonus Preview $5: Necromancer
« on: October 27, 2017, 10:09:30 am »
Quote
Bonus Preview $5: Necromancer

<Insert joke about $5 Necromancer variant.>

Edit: The quoted text was the original thread title. It's fixed now.

19
I've been thinking about Ghost Town a lot, and there's one aspect I've been missing so far. The bonus cards next turn don't actually help you at all. I mean, obviously drawing cards is a good thing, but on average, the extra card you're going to be drawing is literally just another one of your Ghost Towns. Assuming an average distribution of cards, you're always going to end up with a starting hand of some Ghost Towns along with the same 5 card hand you would have had if you never bought a GT in the first place. (I'm ignoring the on-buy bonus for all this.) I've been thinking of a larger starting hand as automatically increasing reliability, but since the extra GTs you draw don't help you on that turn, the larger starting handsize doesn't actually make your deck more reliable at all.

The extra action, on the other hand, is where the value of this card comes from. It's great to start off every turn of a terminal-draw engine knowing that you will be able to play your actions even if you don't draw that Village initially.

So yeah, pick up two most games to add action reliability and compliment your other villages (which are your real source of +actions). Or buy them all if it's the only village and you want to play a bunch of terminals.

Edit: where "a bunch" apparently means a maximum of 5 per turn. :)

20
Dominion General Discussion / Re: Strength of Delayed Effects
« on: October 26, 2017, 02:17:27 pm »
Okay, back from Theta's linked thread. It's interesting that the majority of the discussion there was concerning the relative value of a card that does nothing this turn but is +1 card +1 action next turn. Which is obviously quite similar to Ghost Town (but minus the magical Night phase technology). Obviously, being a Night card makes GT much better than it would be otherwise. Plus the on-gain.

21
I think it's fair to note that Sea Hag's attack is probably about twice as harsh as getting a Hex.
...
But yes, possibly Skulk is the stronger card overall. (I have no idea.)

Oh man, tell that to 2012-2014 dominion players and watch them freak out. A $4 attack that might be stronger than Sea Hag?!?

Edit: In before Awaclus quotes me -- I'm not talking about a group of two thousand dominion players...

22
Dominion General Discussion / Re: Strength of Delayed Effects
« on: October 26, 2017, 12:10:46 pm »
Thanks for the "3 more pages" link. I'll have to read that over. Of course everything has been discussed at least once before. :)

The delayed Silver example does seem like it would suck. The distinction is that you don't (usually) care when in your turn you get your +$ or +Buys. On the other hand, you really care about having +cards and +actions at the beginning of your turn.

The DelayedSmithy example is really interesting. I guess it's also a lot harder to draw your stuff dead with that card compared to Smithy.

23
Man, Cursed Village looks awesome. It seems like we've been getting a lot of "half an engine in a box" cards recently. Lost City, City Quarter, and Cursed Village are all cards that can single-handedly give you all your draw and actions. Interestingly, they all have on-buy penalties (if you consider CQ's high debt cost a penalty).

24
So I think we mostly all agree that FastTac is simply a different card and not a good way of evaluating this concept. Also, people want to discuss the new cards in these threads, not random variants of old cards.

So I made a new thread for a "delayed effect" conversation: http://forum.dominionstrategy.com/index.php?topic=17789.0

25
Dominion General Discussion / Strength of Delayed Effects
« on: October 26, 2017, 11:35:05 am »
There was a big discussion in one of the Nocturne threads about how strong Ghost Town is. To illustrate its strengths and weaknesses, the discussion got derailed onto Caravan and Tactician variants (because, obviously). People looking to discuss the new cards don't want to see that stuff though, so hey, here's a new thread for it!

First an (arbitrary) definition. When I say "delayed effect", what I mean is an effect that triggers at the start of your next turn.

One side of the argument was that delayed effects are inherently weaker than an immediate effect. An easy example of this is comparing Lab and Caravan (we all agree Caravan is weaker than Lab). Each card gives you net +1 card, but Caravan waits until next turn to do it.

The counter argument is that Caravan is weaker, not because the draw is delayed, but only because the card has to stay out for 2 turns every time it's played.

After thinking about it, I tend to agree with the second opinion. An extra card drawn at the very start of your turn is much more valuable than an extra card at some point in the middle. To illustrate this, imagine a card called DiscardCaravan. The text is exactly the same as Caravan, except there's a new line that says "Discard this card during cleanup on the turn you played it." This means that in a draw-your-deck engine, you can play all of your DiscardCaravans every turn (and get a bonus from each of them at the start of each turn).

Now compare having 5 DiscardCaravans to 5 Labs. If you're drawing your deck, both situations would give you +5 cards per turn. The DiscardCaravan is way better though because you get your bonus cards right at the start of your turn rather than the middle, and it's pretty hard to dud when you're starting with a 10 card hand.

Obviously you will want different things in different situations, but this example clearly indicates that all things being equal, in a draw-your-deck engine, delayed draw is simply better than immediate draw.

What do you guys think? Are there holes in my analysis? Does any of this actually make a difference in how card strength is evaluated? Does it make any difference if the draw card was terminal or not? Do delayed +actions behave similarly to delayed +cards?

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